Saturday, August 29, 2009

A bunch of the (fantasy) dudes I play with are looking to mess around with 40k again, and have around 1000 points available, painted, etc. Once upon a time I was a real proponent of 1000 pointers, as you could both try new things out but also have more tactical games on a larger board, AND get more of them in in less time. However my chaos boys have been cooking along at such high points (1500-APOC) that I haven't actually made a 1k list to cruise along with ...

My first list, using the new stuff I'm adding to the army - 2nd oblit, melta marines, rhino transports. The sorcerer I've been meaning to try for a long long time and have a model ready, though I've been rocking the deathscreamer for so long I never got around to it. I like how cheap he is, and warptime might get around my total inability to roll dice - as well as my propensity to roll 1's with the 'screamer.

Part of me wonders if the list is too high powered though, with so much plasma and powerfists everywhere. I could swap out the termiciders & 1 demon for my standard noise marine squad (6 w/ blastmaster, icon), giving me a troop choice actually intended to hang back on my own objectives and provide fire support. The BM I don't trust to hurt tanks, but it does make a mess of things with bases. Hmm ...

Edit: It doesn't matter to how I make lists, but I'll note that most of the guys here play Guard. No surprise I suppose, though in my experience my termies kinda scrath their heads when it comes to things worth plasma-ing. They cleaned up in assault last Guard game though, which was groovtastic, and the ability to strike wherever has always been invaluable.

Tuesday, August 25, 2009

RIOT, having been captured and re-fabricated no less than four times, houses a paranoid but suitably homicidal machine-daemon ...

VOXX stands tall after the acid bath used to scour off the caked gore and fuchsia heraldry of his service with the Emperor's Children. Time will tell if the incipient insanity of the other Anarcho dreadnoughts infests the newest murder machine.

GurG joins Cithorax in bringing ranged death to enemy armor, and the triple-melta shown manifested here certainly looks promising. [Unfortunately I got the angle of the arm wrong when puttying it in place, so if he's indeed killing tanks they're standing about ten feet away ...]

The enigmatic aspiring champion Huntsman is joined by Seven, one of the original Iron Hydras upon which the Anarchonquistadores were built. Huntsman served in The Reaver's brief-lived mutant uprising, while Seven had previously been assigned to havok bullet-soak duty before the squad was trimmed down due to budget cuts.

Heinrich and Wilhelm, the squad meltagunnners, appear courtesy of the Iron Warriors, though little else is known about the Germanic tank killers.

Din and Fader bring the heat with dual-wielded boltguns - note the internal magazines and lack of suppressors on Fader's customized sidearms. With their reduced weight and length the chaos marine is able to wield them in combat to great effect, removing limbs at point-blank range.

Tex has recently had his stalwart service rewarded with a demonic bone overgrowth on his power armor's torso, while Sinne enjoys a brutal clawed gauntlet for his battlefield atrocities. Sinne also carries a captured greenskin shoota that fits him perfectly - loud, obnoxious and undisciplined.

Killer Bunny and Gläd, the third of the fallen wolves, make up Huntsman's combat specialists. Rumor has it that Bunny hasn't fired his boltgun in the last half dozen conflicts, preferring to bludgeon his enemies to death or fall back to his trusty knife when things get serious. While he lacks Bunny's ferocity, Gläd's raw skill and relentlessness make him an equal threat at close quarters, amputated arm or not.

The boys spill out of their ride and deliver hell, while VOXX provides covering fire. GurG has apparently already succumbed to return lascannon fire at this point.

Friday, August 21, 2009

Snapped some quick-n-dirty webcam shots of what I've been working on yesterday and today ...

Rhino #2 - Years ago was built as a generic spiky chaos rhino, then had its top chopped to drive my GorkaMorka gang around in, then went back into storage to be resurrected yesterday. Robo-combi-bolter + smoke launchers + AL front plate I had lying around and voila! Sweet salvaged ride, indeed!

Oblit #2 - Bought this dude with his bro years back, but lingered until today. Originally he was slated to ride a "Throne of Obliteration" (counts as Silver Tower) for APOC games, but I'm happy to have him stomp the yard in more sane games. Loads of GS work goes down tonight, to integrate that triple-melta arm.

Dread #4 - Top pic shows what this Empy Kids dread looked like when I traded him off my brother for a leman russ executioner I had from an old army. Two soaks in the simple green hot tub and he was mostly clean, though some scrapping time and general clean up still had to happen before reassembling to the state in the middle pic. Note that the plasma cannon is stuck on there good, so I won't be able to paint it separately as I usually would. Bottom pic shows the rod spacer I'm trying to get to the right length to give the dread his waist back - he previously had a magnet in place of his waist joint, but I tore that off in favor of something more secure.

Thursday, August 20, 2009

Well Internets, my 40k blood is up and it's feeling like time to revamp the Chaos boys at long last. Seeing as how I've never really played 1850 points but that's pretty standard fair, I figure that's a good level to shoot for.

More Deathscreamer NonsenseThe demo-cannon is still around, despite the shenanigans of the last few games. Losing the 1k Sons means the S4 AP3 is especially delicious, and having a lord who can use his BS5 is pretty groovy, despite embarrassing jam rolls. The unfortunate thing about tossing the Sons means I've got some thinking about where the main man goes - most likely in the rhino with the 9 CSM, though he could sit with the noise boys or the shooty marines for pure fire support.

More DreadtasmicYea for silly toys! Target saturation with the rhinos should help keep some alive though, and going with just plasma cannons keeps the cost down and keeps the heavy flamers away from cooking my boys. Hilarious ANGER! chart and all.

More UndividedBolter-bait 1k Sons finally get replaced by more renegades, with meltas as the metagame demands. Noisy boys back the CU lads up with their blastmaster (and because I like my models), though their icon is only there because one of the marines has one ... Rhinos finally make an appearance too, forcing me to paint a vehicle that isn't a walker :P Demons continue rocking out, though I'd like to run my new demon princess too. Points difference isn't much, but the girls are a bit more tactical and troops to boot.

More ObliterationHavoks stick around, and a second oblit joins the fun to quasi-replace the lascannon marine that had to leave the fisty CSM squad to make room for the 'screamer lord. Side effect is bringing the number of plasma cannons in the list to a healthy 5!

Today I went bitz-diving and have some fun-filled conversions in the works. In all, this list means building / painting:

Wednesday, August 12, 2009

Popped out to 40k night for another random game. Though things looked dead at first, I found another dude who had all but given up on getting a game that night ... My boys in black and brown were up against new guard, but a nice guy with a far from optimized list. Still a lot of guns though!

Anarchonquistadores vs Imperial Guard [1500] - I was definitely worried as IG have never been easy for my lads, as they always involve walking into all their guns. And in the new edition they have more of them, as well as loads of AV14 tanks my low-AT army can't handle. His list thankfully did turn out fairly soft:

That sounds about right to me. I took my standard 1500 list (so the previous one but with havoks not the defiler - i.e. no vehicles).

Game turned out to be KP with table quarter deployment. CSM won the roll and took it, choosing a quarter with 2 low buildings + crater in it and giving the guard a two story building and a couple craters. Chaos deployment saw the havoks + oblit in the building farthest from the guard corner, with noise marines bunkered in the other building, shooty CSM in the crater 12" from the board center, 1k sons + lord to their left in the open and fisty CSM poised to push into the adjacent corner and move through the cover of a building to go deliver some demonic love.

Guard responded by blobbing up the platoons into two 30 man squads and pushing them as close to the 12" from-center mark as they could. Russ went west and demolisher north in support of the infantry, and all the AT weapon teams were north behind the demolisher. The anti-infantry fire teams went in the building, the mortars behind the building and the CHQ inside the building. PHQ squads stayed near their big blobbed up friends. Finally, basilisk hunched half behind the building, ready to go direct or indirect as needed.Chaos 1

Feeling woefully under-gunned, the Anarcho crew took a deep breath and got to it. Fisty CSM move + run (3") west, 1k sons advance towards all those lasguns, and everybody else gets ready to dakka. 1k sons open up with their expensive AP3 guns on the north blob, resulting in a few dead guard - and the deathscreamer rolls a 1, but the wound is saved. The noise marines join in too, with the blastmaster splattering a number but failing to cause a pining check, and the break test is passed as well. The shooty CSM open up on the western blob, and with some solid firepower break the squad and it falls back behind the russ. The havoks and the oblit attempt to dent the russ but bounce off its armor.

KP 0-0

Guard 1

The western blob rallies, then uses the RUN! order to get in front of their tank again. With troublesome movement over, it was time to show those evil marines how shooting really works ... The north blob used LASGUN HELL! to wash the 1k sons with a drunk number of shots, which resulted in 6 wounds and 4 dead robots (yep, my dice-rolling skills in action). Happily the squad absorbed the other, clearly less deadly fire directed at it. The tanks (which scattered perhaps once all game) accounted for a dead fisty marine (4,1,1,1 to wound with the basi), a dead shooty marine or two (russ) and a couple dead noise marines (demo). AT fire was absorbed by cover or missed, AI fire couldn't find purchase against the power armor, though the mortars in fact killed 2 shooty marines! Pining and break tests were batted aside across the board.

KP 0-0

Chaos 2

No reserves wanted to play, which was fortunate as they didn't really have good icons or targets yet. The fisty CSM remedied that by powering 12" west and north into a ruined building, and the 1k son remnants (lord, sorcerer, robot) stumbled towards the north blob pretty certain they were dead meat. Unfortunately when it came to exact bloody revenge, the doombolt failed to wound, the robot killed a guardsman and the deathscreamer rolled a 1 (but no wound through). Blastmaster and shooty CSM smacked that blob all the same, accounting for some dead guard but no failed pining or break tests. Over in the heavy support bunker the oblit missed the russ, and the havoks opted for frag and brutalized the rallied guard blob. It passed its break this time though, which was nice as the fisty icon was just over that ruined wall ...

KP 0-0

Guard 2

An aggressive movement phase this time around, as the northern blob descended upon the 1k sons and the demo ground up onto the crater in front of it. Thanks to the FIRE A LOT! order the sorcerer turned to ash and the lord took 2 wounds, to be finished off by an autocannon in short order. The lone 1k robot battled on, absorbing an inordinate amount of fire and living to the next turn. Other fire knocked the fisty CSM down to 4 members (Mr. Fister, Las Man, Flamer Dude, 2x Chainsword Guy) and put the hurt on the shooty CSM squad in the crater (AC, autocannon, plasma, a grunt or two living on).

KP 0-1

Chaos 3

Friends in orbit leapt into the fight, with the termies hitting behind the russ but scattering up into the guard's building (no dangerous 1's) and the girls summoning off the fister and ready to molest guardsmen (two twisted their ankles on the rubble though). The only other movement involved the robot jerking 3" in a suicide drive for the blob that killed his father(s), rapid-firing two mammals down but with no chance to reach combat (7" away). The autocannon from the shooty CSM popped an autocannon from the triple auto squad (break passed), the blastmaster crunched yet more guard from the north blob (pin passed), and the havoks rained frag all over that squad as well (break passed), reducing it to 3 sargeants, 3 specialists and 2 lasguns. The fisty CSM also blasted the western blob to help the girls out, killing a couple with flamer fire. Finally, the termies rapid fired plasma into the basilisk's side, shaking it and melting the earthshaker.

With close combat arrived at last, the girls ripped into the guardsmen with abandon, their 30 attaks leaving just 3 humans alive. They broke and managed to escape (BALLS!), leaving the girls to stuff themselves up into the russ' face.

KP 1-1

Guard 3

Unable to rally, the western blob fragment (sarge, plasma, melta) fell back a short distance, tagging a chick on the way. The PHQ responded to the termies in their building by running away, and the russ turned to face the demons but in the process clipped a crater and immobilized itself. This didn't stop it from slamming a shell point blanc into the girls, and combined with various other fire reduced them to 6 gals. The fisty CSM were trashed by the AI fire teams, the shooty CSM all died save the autocannon man (who showed how power armor works and saved a LOT), and the robot gave up his KP when tagged by a burning flamer of hotness. The chainfist terminator also died, most likely to a las shot out of the wall of light + lead directed at him.

KP 1-3

Chaos 4

Things looked pretty dire for the spiky boys, but they still had heavy guns at range and terminators up in the enemy junks. Speaking of which, the terminators hopped off the building and prepared to crump the mortar team, shooting a team to death on the stomp in. The autocannon marine tagged another guard autocannon team - yay for instant deathing the new heavy weapon teams - and the blastmaster continued showing his skills by tagging the 2x las + ml squad and killing a launcher. The squad broke and ran off the table, ending the huge string of successful break tests. The havoks dropped the hammer on what was left of the northern blob, bashing it with frag. The oblit, meanwhile, missed the demolisher that had exposed its flank to his lascannon ...

The girls continued their reign of terror and assaulted the russ, 18 auto-hits becoming 2 glances that tore the battlecannon off and shook the tank. The termies were likewise successful, stomping the mortars into goo and moving toward the triple lascannon squad.

KP 4-3

Guard 4

The guard, unimpressed by the chaos troops ransacking their lines, prepared to bring yet more heat. The retreating blob remnant fell back 2", giving it time to pepper the demons yet again, which was dropped to 3 chicks with the help of the PHQ nearby. The autocannon man was finally taken down, and a single termi ate lascannon (his buddy could care less). The noise marines lost a member to the attention of the demolisher, but were hugging cover like pros. The basilisk also drove around a bit and targeted the termies with its heavy bolter, more to not be hit automatically in combat than hurt the beasts.

Still in combat with the russ, the girls tore off the heavy bolter facing them and shook it again.

KP 4-4

Chaos 5

With the store closing shortly, we decided this was going to be the last turn, so chaos would have to make it hurt. The guns were lackluster - oblit missed, blastmaster missed, frag-volley all scattered off the north PHQ - but the combat troops were on it. The last terminator powered into the lascannon teams, smashed one but they held. The three girls pounced the PHQ and killed it to a man with some fierce rolling (9 attaks -> 8 hits -> 7 wounds -> 5 failed 5+ saves), then hid behind the russ again.

KP 5-4

Guard 5

Very few targets were still available for the remaining guard weapons, and so really only the noise marines absorbed the demolisher again, leaving the blastmaster holding his squad's KP. In combat the termi pulped the two lascannon teams and secured the win.

KP 6-4

CHAOS WIN

Solid game, which I was sure I had lost before any dice were rolled - and it only got worse once I started failed armor saves! Those mega-blobs were brutal, but their clumped up nature meant that I shot more frags in this game than I may ever have before. Overall his morale rolls really saved his butt - I made him roll 3+ a turn, but he failed just the 2 all game. Props to those guardsmen, stout little bastards.

While I can't really say I'm enjoying playing 40k again, I'm definitely digging getting my CSM out of the case and onto the table. I really do love this army, for how not great it is in game. And since I'm hungering for 40k after this fantasy league lets up and I get my ogres painted, that might mean I revamp the chaos lads at long last. I'm thinking of working towards this 1500 point list:

Yes yes, the deathscreamer is still there, despite being a jackass in my last ... well, most of my last games. But it's still an awesome thing, and can't be countered if it rolls over 1, and means my lord can do something in the shooting phase too. But mostly, getting some rides in there, and dumping the fire-magnet 1k sons and 160 point blastmaster for some more undivided marines. I look forward to bashing some more renegades together, great fun and I've got lots of old marine armies to dement!

Wednesday, August 05, 2009

Holy hell, Salvage plays some 40k! Showed up at my LGS for 40k night, glued together my poor broken soldiers (last game back when was rough for the CSM) and threwdown against those pansy loyalists. x2.

We decided on KP mission, rolled up dawn of war (forgot night fight), and he won the roll and took it. Tactical split in two, with 5 (missile) on hill and 5 (flamer) flanking more with the captain in tow. My deathscreamer + marines went left flank, in a big wood 18" from the missile marines.

Ultra Marines 2Dread walks on from the edge behind the missile marines, cooks a CSM with his mm. Termies strike to the right of the CSM squad, splattering 4 marines with brutal stormbolter fire. Missile marines don't do much, flamer marines move toward center a bit.

Chaos 2Oblit walks on and slams the termies with a plasma cannon shot (5 hits, 5 wounds) but only 2 fall to the green fire. Chaos terminators strike too, but scatter out of 12" of the loyalists and hold their plasma fire. CSM squad hits the missile marines and kill 2, breaking them back (6 shots from the lord, but cover saved mostly) to autorally behind the hill.

KP: 0-0

Ultra Marines 3Dread stomps forward and fails to kill any CSM, and the missile marines remount the hill. Flamer marines split off south for the chaos termies, and the captain heads into the woods in the marine half of the table. The termies also head for the chaos termies, but choose to fire at the CSM squad, for 1 dead marine (deathscreamer + 3/4 CSM left now) but no charge on the chaos termies. The flamer marines rapid fire into the chaos termies, for 1 dead (and embarrassed) terminator.

KP: 0-0

Chaos 3CSM squad splatters the missile marines down to 1 bolter marine, with another 6 from the deathscreamer. Chaos termies advance upon the flamer marines trusting in the oblit to plasma cannon the 3 loyalist termies away, but the oblit scatters the shot so the chaos termies are oblidged to unload plasma hell into their loyalist counterparts. 1 dies, and on the charge it's a drawn slapfight with no dead terminators on either side.

KP: 0-0

Ultra Marines 4Dread advances and attempts a shot on the obliterator, but his mm is out of range. The lone marine takes a CSM potshot for no result, as does the space marine captain. The flamer marines advance again and target the oblit, but it doesn't care. The slapfight rages on, with 1 dead terminator on both sides, leaving just the sergeant and the chaos chainfister.

KP: 0-0

Chaos 4Tired of this 0-0 nonsense, chaos gets serious(ish). The oblit siddles backwards a bit and tags the dreadnought with his lascannon, wrecking it with 1 shot. The CSM kill the lone bolter marine for another KP. Unfortunately the chaos terminator finally eats powersword, leaving the loyalist free to attak the oblit next turn.

KP: 1-2

Ultra Marines 5The captain continues taking potshots at the CSM, to no avail, while the flamer marines rapid fire at the oblit for no return. The terminator sergeant assaults the machine-marine, but has his skull crushed for his troubles.

KP: 1-3

Chaos 5The CSM + lord move towards the captain to bring their weapons fully to bear, resulting in 1 wound on the space marine hero (more 6's from the deathscreamer - after the first 1 that's all he rolled). The oblit advanced upon the marines and rapid fired his plasma guns for 1 dead marine, but couldn't quite make combat.

KP: 1-3

Ultra Marines 6The battle raged on, but neither the captain nor the flamer marines could harm their targets, nor wanted to commit to close combat.

KP: 1-3

Chaos 6Growing bored of this silly outing, the chaos lord capped the marine captain with his red hot deathscreamer, while the oblit advanced, plasma blazing, and beat the flamer marines to a pulp up close and personal.

KP: 1-5

CHAOS WIN

Next up was a 1500 pointer vs a new guy to the club, with a very nicely painted olive drab marine DIY marine army, "The Iron Dragons." He hadn't totally made the switch to 5th edition either, so was a bit rusty. He had:

Iron Dragons 1Speeder cooked it down the right flank, rhino boosted forward mid-table, dread and assault marines headed left and little marine squads moved forward (forgot to run later). Lascannon fire amounted to 1 dead CSM from the shooty lads. Whirlwind scattered somewhere not useful, or was saved, and would do so all game.

KP: 0-0

Chaos 1The Defiler stomped up the left table edge and got things off to a strong start, slamming a round into the exposed assault marines and killing all 6. The fisty CSM mobilized and ran for a wrecked bunker mid-table, out of LoS of the dread on the other side. The 1k sons tripped forward, and the shooty CSM ran into the building in front of them, taking up fire positions at the windows. The oblit's lascannon shot at the dread was saved by cover, but the marines on the hill didn't fair so well - 2 died to 1k son fire (deathscreamer rolled a 1, but took no wound), broke and ran 10" off the table, taking their lascannon with them.

KP: 0-2

Iron Dragons 2With no reinforcements this turn, the marines mobilized as able - little 5 man teams moved up, dread headed for the defiler, and the rhino powered towards the shooty CSM's building, dumping its passengers out. Rapid fire, along with the shots of the power weapon marine squad would account for 6 CSM, neutering the squad considerably. The predator fired across the table at the defiler, immobilizing it, and the dreadnought detonated the demon engine with a well-aimed assault cannon shot.

KP: 1-2

Chaos 2As the carnage had reached an acceptable level, the demons decided to hit the field, dropping down with a choice of assaulting the power weapon squad, the captain's squad or the fisty rhino squad. Unfortunately for those squads they were all amongst the chaos army's teeth - the fisty CSM mobilized around the wrecked bunker and assaulted the marines w/ power weapon, the 1k Sons moved forward to gain a wide range of targets for their AP3 death, and the shooty CSM survivors in the building prepared for revenge.

Unfortunately most everything went to shit all of a sudden. The building marines (1 autocannon, 1 bolter, 1 AC w/ bolter, 1 plasma gun) accounted for perhaps 1 tactical marine, and so the 1k Sons had to poor their fire into those lads too. The sorcerer failed to cast his doombolt (need 10, rolled 11), the deathscreamer rolled another 1 (and wounded the lord), and the 10 S4 AP3 shots killed maybe 1 marine. Vo-mit. The oblit missed the predator he had moved out to tag, and the blastmaster horrifically scatterd (again, like in turn 1).

Assault rolled around and the fisty marines slammed into the powered 5-marine unit, exploding them for the loss of 1 CSM and massacring into the dreadnought's path. The girls decided to charge the captain's unit, their 30 attaks resulting in 1 dead marine and 2 dead girls. And the 1k Sons + lord rolled the 6" SnP move they needed to assault the fisty rhino marines! Brutal embarrassment ensued though: 3 robots were kiled, the deathscreamer rolled his 3rd 1 in a row (taking a wound), the sorcerer failed at life AND THEN the 4 fearless wounds that rolled in killed another robot. Wow 40k, "fearless" huh?

KP: 1-3

Iron Dragons 3The terminators were still partying up in space, so the ground pounders kept at it. The dreadnought stomped past the CSM and attempted to help his commander out, but was 6.25" away from hitting a girl with his powerfist. The rhino cheekily tankshocked the fisty CSM, who ignored it. The pred smacked the oblit back, killing it twice over, and the land speeder started unloading into the shooty CSM, killing the autocannon marine.

In combat, the girls continued to writhe on the captain's squad, killing them down to just captain, sarge & 1 other marine for 1 dead girl. The marines actualy broke, were caught, and suffered another dead marine on the fearless wound! In the other fight, the deathscreamer managed a 2, for 5 weak S4 attaks (1 dead marine), the sorcerer fluffed it and the last robot fluffed it. Drawn combat.

KP: 2-3

Chaos 3The chaos terminators appeared ... which was ill-timed, as the loyalist termies they wanted to plasma were still in orbit. They dropped off the fisty CSM icon directly behind the dreadnought, as the CSM enveloped it and prepared their krak grenades, and the bolter part of the terminators' combi-weapons actually immobilized the beast & stunned it, making those kraks more likely to hit. Result! The CSM would go on to stun the dread again, for 1 dead marine.

In the other combats, the molestation continued and sarge finally fell to the demons, and the captain took a wound and broke! He wasn't caught though, so the girls fanned out 5" and prepared for whirlwinding ... The retarded combat took a turn for the better, as the deathscreamer revved up a 6 for 9 attaks, killing all the marines but the fist, who was killed by the sorcerer. The deathscreamer + sorcerer moved up to trust in their 4+ inv, while the remnants of the shooty CSM who had charged in to help felt kinda useless and exposed out in the open.

KP: 2-5

Iron Dragons 4Terminator time! Despite a scatter, the loyalist elites struck to handle the chaos termies, downing the chainfister with stormbolter fire. The predator bounced its lascannons off the 1k Son sorcerer's 4+ inv, and the land speeder tagged out the shooty CSM's AC with assault cannon fire. In the dreadnought combat no CSM died, but the dread was stunned again, keeping its attaks to a minimum.

KP: 2-5

Chaos 4Not really wanting to do this, the chaos termies shrugged and headed into their loyalist counterparts, plasma cooking the squad down to just the sarge and assault cannon man and evening the odds up for assault. Back middle the lord + sorcerer closed on the marine commander, as the demons trapsed over to trash the pred (which hadn't moved all game and had AV10 rear armor), which their 27 auto-hits managed to strip of ALL its weapons and immobilize, but not muster that last 5 or 6 to wreck it. The super awesome chaos leaders faired less well - the sorcerer cast doombolt but missed or didn't wound, and the deathscreamer rolled its fourth 1, killing the lord. Balls. The last two marines of the shooty CSM squad (bolter, plasma) began firing on the land speeder but couldn't penetrate its "thick" hull.

Fighting time, and once again the CSM couldn't kill the dread, as Mr. Fister couldn't make his 2 S8 hits count (pen, but garbage rolls). The chaos termies lost 1 to the loyalist sarge for no return, but the last man held.

KP: 3-5

Iron Dragons 5With the end of the game looming and running out of models, the Imperial side had a pretty quick round ahead of it. The speeder blasted the shooty CSM pair for no result, and the captain used his hellfire rounds to drop the irritating 1k Son sorcerer and score another KP. Over in combat land, the demons tipped the predator over, the CSM fister hit the powerplant on the dread and nuked it (no CSM lost in the fire), and the last chaos terminator was stabbed in the face by sergeant no-fist.

KP: 5-7

Chaos 5Finally free of the dread, the fisty CSM rounded on the two goody terminators, shooting down the assault cannon man on the way into combat. The shooty CSM duo dropped the speeder with a plasma shot, and the demons swarmed back towards the wounded captain to finish what they had started earlier. And that they did, tearing him apart for no girls lost. The fisty CSM lost a marine to the terminator's sword, but the squad fist finished the sergeant off (if just barely).

KP: 5-10

Iron Dragons 6And the brutality continues! The rhino tried claiming the shooty CSM's KP, but no luck, and the whirlwind couldn't either.

KP: 5-10

Chaos 6The demons and the shooty CSM pair descended upon the rhino, but the CSM thought better of it and backed up ... Just as the fist CSM lascannon fired its first shot of the game: 6-6-6 = 5" explosion from the rhino, enough to cover 6 girls (1 dead) and both shooty marines! The plasma man bit it, leaving the bolter marine holding his KP.

KP: 5-11

CHAOS WIN

Fun game, though some insanely shite dice left me feeling pretty crappy anyway. The deathscreamer rolling 1-1-1-2-6-1 was bull too - I mean, WTF? Maybe it was just making up for the 1-6-6-6-6 from game 1, but still!

Though I will say, even a fun victory over a nice opponent with a well-painted and soft army was enough to remind me of why I play fantasy. I love my CSM boys, but things like the joke that fearless is (give me LD10 with IoCU anyday!) just leave a really bad taste in my mouth.